Frankenstein s Console The mechanical beauty of the SNES power switch
Frankenstein's Console: The mechanical beauty of the SNES power switch Eurogamer.net If you click on a link and make a purchase we may receive a small commission. Read our editorial policy. Frankenstein's Console: The mechanical beauty of the SNES power switch This week we're stitching together our ideal console. Feature by Oli Welsh Contributor Updated on 30 Oct 2020 49 comments Which console features from yesteryear are you super fond of? Given that there are new machines out soon - and given that it's almost Halloween - we thought we would spend the week picking and choosing our favourite elements from our favourite consoles and stitching together our perfect Frankenstein's Console. Inevitably it's going to look a bit like that car Homer Simpson designed, and equally inevitably it's going to say Giga Power Pro-Gear Spec when you boot it up. Anyway - join us! And have a think about what your own Frankenstein's Console might look like. If you dare... It's fair to say that I care about switches more than most people. As long as it turns the thing on and off, what does it matter? My friends, it matters a great deal. Power switches are commands. They are points of contact (literally, in a circuit - or at least they used to be, but I'll get to that). They are bridges between worlds; they are the most fundamental connection between the human world and the electronic one. They bring the electronic world to life. Personally, I think that bringing an entire universe to life ought to feel good. It ought to feel momentous! At the very least, it should be something that you can only do intentionally, and you should know when you've done it. The platonic ideal of powering up a piece of electronic equipment, for me, is the levered switch on an old hi-fi amplifier, maybe a Sansui from the late 70s: a delicately weighted, short-throw lever that flicks into place with a low hum and a little wake-up kick from the woofers so low-frequency you can barely hear it. It's electronics, it's just current in wires, but it's also physical - an action you can hear and touch and feel. But at some point, consumer electronics design took a different course. It was decided that everything should be frictionless and virtual, and you would bring your devices to life just by brushing a smooth surface lightly with a fingertip. This was a different vision of the connection between person and machine that also hinted at a new reality - that the machine was never really off, it was always on standby, waiting. You couldn't break the circuit. (Well, maybe you could if you held your finger on that spot for three eternal seconds.) I was disappointed when games consoles took this course with the launch PlayStation 3. Maybe it's unduly nostalgic of me, but I like consoles to be tactile, personal things. They're objects of fun, so interacting with them ought to be fun, too. I love the power buttons on the GameCube and the original PlayStation - big, round, springy, clicky things, ideal for punching decisively. But you can't beat a switch, and the Super Nintendo Entertainment System's power switch is one of the greatest of all time. It's huge and ergonomic, something you actually get a hold of and grip. And it's surprisingly resistant at first, taking a little bit of force before it suddenly gives and you get a satisfying hard-plastic thunk with a ringing, metallic undertone - the people who engineer the sound of a closing Volvo door could hardly have done better. Then the machine springs to life, instantly. It's all the more magical for actually being mechanical. There's a reason Apple has employed remarkably convincing haptics to simulate the feeling of a physical button click in its inert smartphone screens and laptop trackpads. Humans crave that feedback. Give us a little friction, a little give, a moment of connection between the physical world around us and the virtual one where we increasingly spend our time. Give us a click. The mechanical beauty of the SNES power switch The camaraderie and comforts of 3DS StreetPass The PS2's utterly essential rotating logo The GameCube's handle which made games truly social The baked-in pleasures of Alex Kidd in Miracle World Become a Eurogamer subscriber and get your first month for £1 Get your first month for £1 (normally £3.99) when you buy a Standard Eurogamer subscription. Enjoy ad-free browsing, merch discounts, our monthly letter from the editor, and show your support with a supporter-exclusive comment flair! Support us View supporter archive More Features Digital Foundry Nvidia GeForce RTX 4090: a new level in graphics performance The Digital Foundry video review - and how the new GPU champion delivers for 4K 120fps gaming. 11 Feature Evercore Heroes wants to wind people up the right way "There's less rage at them, because they didn't end your fun." Feature What games get wrong about horses And what they could do about it. 34 Feature Shout out to all the Overwatch supports - where would we be without you? Merci. 55 Latest Articles Preview Football Manager's new Console edition is the best you'll get without a PC Getting Touch-right. Splatoon 3 Amiibos will be out next month Ink-coming! 3 Fans think Phil Spencer's shelf is teasing the Xbox Game Pass streaming box UPDATE: Xbox confirms old Keystone prototype. 59 Modder dives into Demon's Souls files following PS5 jailbreak, discovers fabled Ring of the Chieftain Who knows what's nexus? 3 Supporters Only Premium only Off Topic: Take a minute to appreciate Cookin' with Coolio's incredible scallops recipe. What a great book. Premium only Off Topic: Reading City of Glass in comic form "Where exactly am I going?" Premium only Off Topic: Il Buco is a transporting film about a really big hole Underlands. Off-Topic Netflix handled Sandman brilliantly It was Dreamy. 9 Buy things with globes on them And other lovely Eurogamer merch in our official store! Explore our store